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Messages - JSorrentino

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16
NGUI 3 Support / Re: Widget color vs label color
« on: December 13, 2013, 11:17:19 AM »
Interesting, this didn't happen till the latest update for me.  Easy enough to handle if you know how it works :-)

Thanks again!

17
NGUI 3 Support / Widget color vs label color
« on: December 12, 2013, 04:28:12 PM »
Seems with the latest that in-line label colors (emoticons and colors) are not quite working right.  The widget color is overriding them.

ie: Widget color = Color.Red; uiLabel.text = "[FF0000]999999"; is appearing black.

18
NGUI 3 Support / Re: Aspect ratio / Portrait & Landscape
« on: December 06, 2013, 10:34:29 AM »
No, anchors are not the issue at all.  It's re-sizing sprites ( for instance, a back button is about 2/3 the size as portrait ) that are using simple anchors based off anchor points.

Maybe I'm just looking at this wrong, which could very well be the case.  I assumed that the scale was based off orientation in some way ( have not dug into that part of NGUI code much to research it, honestly was being lazy ).

Thanks, again.

19
NGUI 3 Support / Aspect ratio / Portrait & Landscape
« on: December 05, 2013, 04:24:55 PM »
Aaron,

    I have my UI originally designed at 1024 (600 min, 1280 max 1024 manual height).  All is well in portrait mode, which the game was originally developed to support only.

    Since then this has changed to allow orientation switches to all.  No issues in portrait, but when the device is put in landscape mode, the change scales down the UI.  I know this is proper and intentional, but this it not what i want.

    Is there an easy way to tell NGUI to keep the same aspect ratio that portrait uses, even if in landscape?

    My reasoning is that I will have 2 different menus - and if landscape is detected, ill use the landscape menu which should be sized the same, just I'll have it laid out different.

    Side note, using FixedSize for all the UIRoots.  Which is fine, again - I just need to override the default scaling to keep the portrait scale even if in landscape.

If this makes sense, thanks!

JS

20
NGUI 3 Support / Re: 3.0.3c bug?
« on: October 29, 2013, 12:36:01 AM »
Indeed you would be correct.

Thanks again for your time :-)

21
NGUI 3 Support / Re: 3.0.3c bug?
« on: October 29, 2013, 12:29:31 AM »
OK, makes sense then.  Can this be selectively turned off selectively?  The reason it's an issue is scrolling UVs on the textures that are being made to sprites.

Thanks again, sorry for being ignorant with latest release notes.

22
NGUI 3 Support / 3.0.3c bug?
« on: October 28, 2013, 09:35:22 PM »
When I update my atlas by selecting a *.png that's currently in the atlas, then click to update it, it changes all My UITexture widgets to UISprites.

This is quite odd, maybe I am missing something, but this is unexpected behavior.

The UITextures are using a material so that I can batch draw calls, about the only thing changed.

23
NGUI 3 Support / Re: Android Build error in 3.0.3c
« on: October 27, 2013, 11:07:05 PM »
Works, presume it'll be patched in the next release, thank you - again.

JS

24
NGUI 3 Support / Re: Android Build error in 3.0.3c
« on: October 27, 2013, 10:39:09 PM »
Thanks, testing now.

25
NGUI 3 Support / Android Build error in 3.0.3c
« on: October 27, 2013, 06:20:00 PM »
Using Unity Pro 3.5.7f

Assets/NGUI/Scripts/UI/UIInput.cs(423,48): error CS1061: Type `UnityEngine.TouchScreenKeyboard' does not contain a definition for `wasCanceled' and no extension method `wasCanceled' of type `UnityEngine.TouchScreenKeyboard' could be found (are you missing a using directive or an assembly reference?)

26
NGUI 3 Support / Re: UITexture and draw call issue.
« on: October 27, 2013, 05:05:55 PM »
Well, did it again.  Post a Question, then things pop.

I was using a dynamic material with the UITexture, so I created a material so that's it's shared and assigned it to the UITexture.

Problem fixed.

Posting this to maybe help anyone else with the same issue.

Thanks, sorry to bother!

27
NGUI 3 Support / UITexture and draw call issue.
« on: October 27, 2013, 04:44:40 PM »
I have a map panel that has quite a lot of components, of which UITexture is one (level map, the texture is the path between levels).

Draw calls for the panel are incurring one extra call for every UITexture object on the panel.  So if I have 1 of this UITexture objects active - it's 1 draw call, if I have 5, it's 5 draw calls just because of the UITexture.  The panel draw calls show the UITexture calls sequentially, one after another.

The UITexture is a simple plane with scrolling UV (thus not using a sprite).  I've remove the UV scroll to test and it makes no difference.

Is there a way to batch the UITexture draw calls into 1 call, as I would have expected them to be?  Unlit/Transparent Colored is the shader.

Thanks for the help, I hope I made this clear in what's going on, but would be happy to add anything to get an answer.

28
NGUI 3 Support / Re: GUI Layering help
« on: October 23, 2013, 11:01:19 AM »
Finally got this working right, had to add another camera (which I had tried before), but change the z of the camera position and everything in the world it right again.

Sorry for multiple posts.

29
NGUI 3 Support / Re: GUI Layering help
« on: October 23, 2013, 10:13:50 AM »
Addendum:

I cannot just anchor this to the camera, because it not only scrolls but also does a zoom by changing the viewport.

Any suggestions?

30
NGUI 3 Support / GUI Layering help
« on: October 22, 2013, 11:13:39 PM »
Example: Scroll View (secondary camera) (writeup)

Using this example with the scroll camera being used for a map ( full screen ), I am having difficulty adding text above the View Camera (the one that moves).  Everything I try is rendering under the camera, I even tried adding a camera above it with a higher depth.  What am I missing?

My setup for testing is using the example provided.  I need to add text that is stationary in a corner of the screen, over everything (that does not scroll), but the map still needs to scroll under it.

Any ideas?

PS. Thanks!

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